Dynamic quality of service management in multiplayer gaming

ABSTRACT

Embodiments of the present invention provide a method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.

BACKGROUND OF THE INVENTION

Field of the Invention

The present invention relates to multiplayer gaming and moreparticularly to resource consumption in multiplayer gaming.

Description of the Related Art

A multiplayer video game is one which multiple players can concurrentlyplay a game within the same gaming environment. While single playergames which have dominated computer gaming pit a single player againstone or more automated opponents engaging in pre-programmatic behavior,multiplayer games pit different individuals against one another, eachbeing limited to dynamic, on the fly behavior limited by the power ofhuman thinking. Multi-player games also often provide a game environmentin which different players engage in allied competition against otherplayers whether human or computer automated. In the latter instance,cooperative multiplayer gaming environments reflect a 21st centuryversion of the role playing board games of the 20th century.

Technologically, multiplayer gaming environments can be supported withina single gaming console, or in a distributed fashion over a computercommunications network. In fact, some relatively recent multiplayergaming environments are supported by geographically remote playerscommunicatively connected to one another over the Internet throughgaming consoles, personal computers, smart phone, personal digitalassistants, or any combination thereof. However, in all instances, thevirtual world in which the multiple players interact must remainconsistent for all players.

In massively multi-player games, network communications bandwidth can beof real concern—particularly as a game scales in participation tothousands of simultaneous players per server. Yet, at any given time,not all players in a massively multi-player game participate in a gameactivity that requires the same rate of data transmission over theInternet due to varying sensitivity of a game moment experienced by eachof their respective characters. Rather, players engaged in a highlysensitive game moment of a massively multi-player game may requireincreased resource consumption such as higher network bandwidth, whilstplayers engaged in a low sensitivity game moment may require only aminimum of resource consumption.

In this regard, highly sensitive game moments of a massivelymulti-player game include when an “enemy” or “opposing player” becomesvirtually proximate in virtual portion of a virtual world requiring anaction on behalf of the player. Another highly sensitive game moment caninclude when different players coordinate with one another in a groupactivity such as a “a group raid” which involves excellent timing andcoordination. As yet another example of a highly sensitive game moment,a character of a player may enter a virtual portion of a virtual worldrife with traps or active elements able to endanger the character. Incontrast, a low sensitivity moment may include a character merelycasually moving about in a virtual portion of a virtual world lacking adensity of traps or active elements.

BRIEF SUMMARY OF THE INVENTION

Embodiments of the present invention address deficiencies of the art inrespect to multi-player gaming and provide a novel and non-obviousmethod, system and computer program product for dynamic quality ofservice (QoS) management for multi-player gaming. In an embodiment ofthe invention, a method for dynamic QoS management for multi-playergaming is provided. The method includes monitoring a multi-player gameand detecting a game moment for a game player in the multi-player game.The method also includes determining a degree of sensitivity for thegame moment and enhancing access to a computing resource of the gameplayer in response to determining the game moment to be highlysensitive. In one aspect of the embodiment, the method additionallyincludes detecting a subsequent game moment for the game player in themulti-player game, determining a degree of sensitivity for thesubsequent game moment, and reducing access to the computing resource ofthe game player in response to determining the game moment to be lesssensitive.

In another embodiment of the invention, a multi-player gaming system isconfigured for dynamic QoS management. The system includes a hostcomputing system that includes at least one computer with memory and atleast one processor and a game server executing in the memory of thehost computing system and sustaining a multi-player game in whichdifferent players play from different computers over a computercommunications network. The system also includes a QoS management moduleexecuting in memory of a computer and monitoring the multi-player game.The module includes computer program code enabled during execution inthe memory of the computer to detect a game moment for a game player inthe multi-player game, to determine a degree of sensitivity for the gamemoment, and to enhance access to a computing resource of the game playerin response to determining the game moment to be highly sensitive. Inthis regard, in one aspect of the embodiment, the game moment isdetermined to be highly sensitive when the game player is poised toengage in a coordinated attack. In another aspect of the embodiment, thegame moment is determined to be highly sensitive when the game player isin proximity of an enemy.

Additional aspects of the invention will be set forth in part in thedescription which follows, and in part will be obvious from thedescription, or may be learned by practice of the invention. The aspectsof the invention will be realized and attained by means of the elementsand combinations particularly pointed out in the appended claims. It isto be understood that both the foregoing general description and thefollowing detailed description are exemplary and explanatory only andare not restrictive of the invention, as claimed.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute partof this specification, illustrate embodiments of the invention andtogether with the description, serve to explain the principles of theinvention. The embodiments illustrated herein are presently preferred,it being understood, however, that the invention is not limited to theprecise arrangements and instrumentalities shown, wherein:

FIG. 1 is a pictorial illustration of a process for dynamic QoSmanagement for multi-player gaming;

FIG. 2 is a schematic illustration of a multi-player gaming dataprocessing system configured for dynamic QoS management; and,

FIG. 3 is a flow chart illustrating a process for dynamic QoS managementfor multi-player gaming.

DETAILED DESCRIPTION OF THE INVENTION

Embodiments of the invention provide for dynamic QoS management formulti-player gaming. In accordance with an embodiment of the invention,a multi-player game can be established in memory of a host computingsystem communicatively coupling together different players correspondingto respectively different characters in the multi-player game. One ormore different highly sensitive game moments can be defined for themulti-player game. Thereafter, as a character approaches a highlysensitive game moment in the multi-player game, access to a computingresource to support the activities of the character can be enhanced. Forexample, additional memory can be allocated for use in supporting theactivities of the character, increased processor usage can be allocatedfor use in supporting the activities of the character, or increasednetwork bandwidth can be allocated for use in supporting the activitiesof the character. Conversely, when a character is not determined to bein or approaching a highly sensitive game moment, access to computingresources can be reduced. In this way, the QoS in the multi-player gamefor different players can vary according to the activities of thecorresponding characters in the multi-player game.

In further illustration, FIG. 1 is a pictorial illustration of a processfor dynamic QoS management for multi-player gaming. As shown in FIG. 1,different game players 110 through respective computers 170 andcommunications links 160 a multi-player game hosted by a game server120. The participation of each game player 110 in the multi-player gamecan be regulated according to a corresponding game map 130 whichprovides a visualization to the corresponding game player 110 of thelocation and movement of the game player 110 in the multi-player game.Of note, the ability of game players 110 to individually performoptimally in the multi-player game can depend upon access to computingresources provided to the game players 110 at any given time, includingaccess to bandwidth in the communications links 160, access to memoryand processor resources in either the computers 170 or the game server120, and the responsiveness of the game server 120 to the requests ofthe game players 110.

Dynamic QoS management logic 150 can manage the access to computingresources provided to the game players 110. In this regard, the QoSmanagement logic 150 can refer to the movements of the game players 110in the multi-player game and can compare different moments for each ofthe different game players 110 in the multi-player game to entries in atable of game sensitive moments 140. The table of game sensitive moments140 can include an aggregation of pre-determined game moments of highsensitivity. To the extent that a particular game player 110 isdetermined to contemporaneously experience a game moment of highsensitivity, the dynamic QoS management logic 150 can provide enhancedaccess to computing resources for the game player 110, such as enhancedbandwidth, increased memory or processing cycles, or prioritiesresponsiveness in the game server 120 to requests from the game player110. Conversely, the extent that a particular game player 110 isdetermined not to contemporaneously experience a game moment of highsensitivity, the dynamic QoS management logic 150 can provide reducedaccess to computing resources for the game player 110.

The process described in connection with FIG. 1 can be implemented in amulti-player data processing system. In yet further illustration, FIG. 2schematically shows a multi-player gaming data processing systemconfigured for dynamic QoS management. The system can include a hostcomputing system 250 that includes one or more computers each withmemory and at least one processor. The host computing system 250 cansupport the operation of a game server 270 configured to generate andmanage a multi-player game 260 in which different game players interactcollaboratively or adversely as the case may be. In this regard,different client computers 210 can be communicatively coupled to thegame sever 270 over computer communications network 220, each hosting anoperating system 230 supporting the execution of a game client 240through which a respective one of the game players interacts with othersof the game players in the multi-player game 260.

Importantly, a QoS management module 300 can be coupled to either orboth of the game server 270 and one or more of the game clients 240. TheQoS management module 300 can include program code that when executed inmemory of a computer can be enabled to monitor game moments forrespectively different game players in the multi-player game 260 todetermine whether or not the game moments are of high sensitivity. Upondetermining a given game moment for a game player is highly sensitive,the program code of the QoS management module 300 can be enabled toapply one or more rules 270 to enhance access to computing resources forthe game player—for example, by enhancing network bandwidth available tothe game player, by prioritizing data transmitted to and from the gameplayer, by increasing memory available to the game player either withina corresponding one of the client computers 210 or in the host computingsystem 270, by increasing central processor unit (CPU) cycles availableto the game player either within a corresponding one of the clientcomputers 210 or in the host computing system 270, or by prioritizingrequest handling in the game server 270 for requests from the gameplayer.

In even yet further illustration of the operation of the QoS managementmodule 300, FIG. 3 is a flow chart illustrating a process for dynamicQoS management for multi-player gaming. Beginning in block 310, aprogrammatic link can be established with a game hosted by the gameserver on behalf of one or more game players. In block 320, one or moregame moment rules can be loaded into memory each indicating a resourcemodification that is to result in consequence of a detected game momentof a particular sensitivity. Optionally, the rules additionally canprovide a manner in which to determine a degree of sensitivity for agame moment. For instance, a table can be consulted mapping game momentsto a particular degree of sensitivity. As another example, a table canbe consulted mapping a game moment to a specific modification of aspecific resource for the benefit of the game players implicated by thegame moment.

In block 330, the events of the game can be monitored to detect a gamemoment. In decision block 340, if a game moment is detected, in block350 one or more of the rules can be applied to the moment. Inparticular, the rules can specify whether or not the detected gamemoment warrants an adjustment to one or more resources for theimplicated game players. Alternatively, the rules can first rate thegame moment to specify a degree of sensitivity and then, if the degreeof sensitivity warrants, the rules can specify an adjustment to one ormore resources for the implicated game players. In decision block 360,if the application of the rules provide that an adjustment to one ormore resources for the implicated game players is warranted, in block370 those resources can be adjusted. Thereafter, the process can returnto block 330.

As will be appreciated by one skilled in the art, aspects of the presentinvention may be embodied as a system, method or computer programproduct. Accordingly, aspects of the present invention may take the formof an entirely hardware embodiment, an entirely software embodiment(including firmware, resident software, micro-code, etc.) or anembodiment combining software and hardware aspects that may allgenerally be referred to herein as a “circuit,” “module” or “system.”Furthermore, aspects of the present invention may take the form of acomputer program product embodied in one or more computer readablemedium(s) having computer readable program code embodied thereon.

Any combination of one or more computer readable medium(s) may beutilized. The computer readable medium may be a computer readable signalmedium or a computer readable storage medium. A computer readablestorage medium may be, for example, but not limited to, an electronic,magnetic, optical, electromagnetic, infrared, or semiconductor system,apparatus, or device, or any suitable combination of the foregoing. Morespecific examples (a non-exhaustive list) of the computer readablestorage medium would include the following: an electrical connectionhaving one or more wires, a portable computer diskette, a hard disk, arandom access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an optical fiber,a portable compact disc read-only memory (CD-ROM), an optical storagedevice, a magnetic storage device, or any suitable combination of theforegoing. In the context of this document, a computer readable storagemedium may be any tangible medium that can contain, or store a programfor use by or in connection with an instruction execution system,apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device.

Program code embodied on a computer readable medium may be transmittedusing any appropriate medium, including but not limited to wireless,wireline, optical fiber cable, radiofrequency, and the like, or anysuitable combination of the foregoing. Computer program code forcarrying out operations for aspects of the present invention may bewritten in any combination of one or more programming languages,including an object oriented programming language and conventionalprocedural programming languages. The program code may execute entirelyon the user's computer, partly on the user's computer, as a stand-alonesoftware package, partly on the user's computer and partly on a remotecomputer or entirely on the remote computer or server. In the latterscenario, the remote computer may be connected to the user's computerthrough any type of network, including a local area network (LAN) or awide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet ServiceProvider).

Aspects of the present invention have been described above withreference to flowchart illustrations and/or block diagrams of methods,apparatus (systems) and computer program products according toembodiments of the invention. In this regard, the flowchart and blockdiagrams in the Figures illustrate the architecture, functionality, andoperation of possible implementations of systems, methods and computerprogram products according to various embodiments of the presentinvention. For instance, each block in the flowchart or block diagramsmay represent a module, segment, or portion of code, which comprises oneor more executable instructions for implementing the specified logicalfunction(s). It should also be noted that, in some alternativeimplementations, the functions noted in the block may occur out of theorder noted in the figures. For example, two blocks shown in successionmay, in fact, be executed substantially concurrently, or the blocks maysometimes be executed in the reverse order, depending upon thefunctionality involved. It will also be noted that each block of theblock diagrams and/or flowchart illustration, and combinations of blocksin the block diagrams and/or flowchart illustration, can be implementedby special purpose hardware-based systems that perform the specifiedfunctions or acts, or combinations of special purpose hardware andcomputer instructions.

It also will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable data processingapparatus, create means for implementing the functions/acts specified inthe flowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that can direct a computer, other programmable dataprocessing apparatus, or other devices to function in a particularmanner, such that the instructions stored in the computer readablemedium produce an article of manufacture including instructions whichimplement the function/act specified in the flowchart and/or blockdiagram block or blocks. The computer program instructions may also beloaded onto a computer, other programmable data processing apparatus, orother devices to cause a series of operational steps to be performed onthe computer, other programmable apparatus or other devices to produce acomputer implemented process such that the instructions which execute onthe computer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

Finally, the terminology used herein is for the purpose of describingparticular embodiments only and is not intended to be limiting of theinvention. As used herein, the singular forms “a”, “an” and “the” areintended to include the plural forms as well, unless the context clearlyindicates otherwise. It will be further understood that the terms“comprises” and/or “comprising,” when used in this specification,specify the presence of stated features, integers, steps, operations,elements, and/or components, but do not preclude the presence oraddition of one or more other features, integers, steps, operations,elements, components, and/or groups thereof.

The corresponding structures, materials, acts, and equivalents of allmeans or step plus function elements in the claims below are intended toinclude any structure, material, or act for performing the function incombination with other claimed elements as specifically claimed. Thedescription of the present invention has been presented for purposes ofillustration and description, but is not intended to be exhaustive orlimited to the invention in the form disclosed. Many modifications andvariations will be apparent to those of ordinary skill in the artwithout departing from the scope and spirit of the invention. Theembodiment was chosen and described in order to best explain theprinciples of the invention and the practical application, and to enableothers of ordinary skill in the art to understand the invention forvarious embodiments with various modifications as are suited to theparticular use contemplated.

Having thus described the invention of the present application in detailand by reference to embodiments thereof, it will be apparent thatmodifications and variations are possible without departing from thescope of the invention defined in the appended claims as follows:

We claim:
 1. A computer-implemented method for dynamic quality ofservice (QoS) management for multi-player computer gaming, the methodcomprising: monitoring a multi-player computer game hosed by a gameserver; detecting a game moment for one of several different gameplayers in the multi-player game; determining a degree of sensitivityfor the game moment; and, enhancing access of the one of several gameplayers to a computing resource, but not to others of the game players,in response to determining the game moment to be highly sensitive. 2.The method of claim 1, further comprising: detecting a subsequent gamemoment for the one of the several different game players in themulti-player game; determining a degree of sensitivity for thesubsequent game moment; and, reducing access of the one of several gameplayers to the computing resource, but not to others of the gameplayers, in response to determining the subsequent game moment to beless sensitive.
 3. The method of claim 1, wherein the game moment isdetermined to be highly sensitive when the game player is poised toengage in a coordinated attack.
 4. The method of claim 1, wherein thegame moment is determined to be highly sensitive when the game player isin proximity of an enemy.
 5. The method of claim 1, wherein the resourceis communications bandwidth.
 6. The method of claim 1, wherein theresource is memory.
 7. The method of claim 1, wherein the resource iscentral processing unit (CPU) access.
 8. A multi-player gaming systemconfigured for dynamic quality of service (QoS) management comprising: ahost computing system comprising at least one computer with memory andat least one processor; a game server executing in the memory of thehost computing system and sustaining a multi-player game in whichdifferent players play from different computers over a computercommunications network; and, a QoS management module executing in memoryof a computer and monitoring the multi-player game, the modulecomprising computer program code enabled during execution in the memoryof the computer to detect a game moment for one of several differentgame players in the multi-player game, to determine a degree ofsensitivity for the game moment, and to enhance access of the one ofseveral game players to a computing resource, but not to others of thegame players, in response to determining the game moment to be highlysensitive.
 9. The system of claim 8, wherein the computer program codeis further enabled to: detect a subsequent game moment for the one ofthe several different game players in the multi-player game; determine adegree of sensitivity for the subsequent game moment; and, reduce accessof the one of several game players to the computing resource, but not toothers of the game players, in response to determining the subsequentgame moment to be less sensitive.
 10. The system of claim 8, wherein thegame moment is determined to be highly sensitive when the game player ispoised to engage in a coordinated attack.
 11. The system of claim 8,wherein the game moment is determined to be highly sensitive when thegame player is in proximity of an enemy.
 12. The system of claim 8,wherein the resource is communications bandwidth.
 13. The system ofclaim 8, wherein the resource is memory.
 14. The system of claim 8,wherein the resource is central processing unit (CPU) access.